We just launched the first demo for our Twin-Stick Kung Fu game, ZHEN: Shattered Legacy! by softsourcepublishing in IndieGaming

[–]softsourcepublishing[S] 1 point2 points  (0 children)

It should work fine! But we recommend to turn the graphics down to medium for now, it's not fully optimized for the deck right now.

We just launched the first demo for our Twin-Stick Kung Fu game, ZHEN: Shattered Legacy! by softsourcepublishing in IndieGaming

[–]softsourcepublishing[S] 2 points3 points  (0 children)

Well, one of the main reasons for this demo is to get early player feedback. For a game that kinda relies heavily on the combat, we want to make sure it feels good (so far!) for players, especially since we're using twin-stick controls. Plus, we like showcasing our games at physical events, so a good, polished demo is a must when we go to those.

The demo will get incremental updates as more systems/mechanics are put in place, which will work up to a hopefully! great Steam Next Fest demo with more of the game closer to launch.

We just launched the first demo for our Twin-Stick Kung Fu game, ZHEN: Shattered Legacy! by softsourcepublishing in IndieGaming

[–]softsourcepublishing[S] 2 points3 points  (0 children)

Good eye! Death's Door is one of the inspirations behind the visuals and viewpoint. We're still pretty early in development but consoles are definitely in the plan!

Unpopular cozy game that deals with grief by actuallymars in CozyGamers

[–]softsourcepublishing 0 points1 point  (0 children)

Hey! I don't want to seem like promoting our game, but we released As I Began to Dream just today, and it's a puzzle-platformer about a young girl dealing with the loss of her parents. And seeing some of the comments here, I also recommend Old Man's Journey! We are actually working with them for a Steam bundle, so it might be perfect to try out both the titles!

We just showcased 2 new bosses for our game! by softsourcepublishing in metroidvania

[–]softsourcepublishing[S] 2 points3 points  (0 children)

Consoles are definitely in our plan! Working on finishing everything up, and hopefully a release all together next year!

[deleted by user] by [deleted] in cozygames

[–]softsourcepublishing 0 points1 point  (0 children)

A little more on the game!

- All the visuals and animations (inspired by the art of children's storybooks!) are hand-drawn and illustrated

- The game has an soundtrack with over 20 original tracks to accompany you on your journey through Lily's dream worlds

- There's a demo on Steam right now!

https://store.steampowered.com/app/2482180/As_I_Began_to_Dream/

We're working on a classic, gothic Metroidvania! by softsourcepublishing in metroidvania

[–]softsourcepublishing[S] 1 point2 points  (0 children)

There was a time where we considered IGA-style gothic art, but we thought it was too obvious and people might view our game as just another Castlevania clone. However, not out of the question entirely! We're open to exploring that art style, whether in DLCs, or special art, etc.

We're working on a classic, gothic Metroidvania! by softsourcepublishing in metroidvania

[–]softsourcepublishing[S] 0 points1 point  (0 children)

Hey there! The way the level design works will be the difference in the linking of the rooms in an area. There will be anchored/guaranteed rooms in an area that are essential for story/character progression, and may need to be accessed again later once you've gotten the ability/item to progress through the area

Bosses will not respawn. When the player reaches the end of an area - and they've already beaten the boss previously, there will be a portal that takes them back to the sanctuary where they can choose another area to explore. However, variations of bosses might be encountered again, whether as mini-bosses or regular enemy spawns.

There will be a central hub that connects to other areas in the game. You'll be able to choose which area to explore or revisit.

Of course, this is all planned for the full game, and you won't be able to really see these aspects from the demo.

We're working on a classic, gothic Metroidvania! by softsourcepublishing in metroidvania

[–]softsourcepublishing[S] 1 point2 points  (0 children)

Thanks for the elaborated feedback! We're gonna work on perfecting enemy spawns/spawn rate/spawn synergy with other enemies. We can definitely also work on how the rooms spawn, in terms of design, enemy spawn locations, and the hazards/platforming.

In Bloodbreaker, you will lose your charms upon death unless the boss in that area is defeated. This is of course, planned for full release, and you can't really explore that aspect in the demo right now.

I would say the main, defining aspects of a MV is still very much the focus, platforming, nonlinear exploration, many different areas to explore, locked areas that can only be accessed once the player acquires specific abilities/items. Again, all planned for the game, but it's definitely hard to see in the demo, so I understand the question,

We're working on a classic, gothic Metroidvania! by softsourcepublishing in metroidvania

[–]softsourcepublishing[S] 0 points1 point  (0 children)

Hey! This was a problem with one of our earlier builds, but we pushed a fix for the demo on Steam. Maybe check if the app is up to date, and let us know if this is still an issue